mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
430 lines
16 KiB
C#
430 lines
16 KiB
C#
using Content.Server.Actions;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Server.Polymorph.Components;
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using Content.Shared._DV.Polymorph; // DeltaV
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Buckle;
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using Content.Shared.Coordinates;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems; // DeltaV
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using Content.Shared.Destructible;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Polymorph;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Polymorph.Systems;
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public sealed partial class PolymorphSystem : EntitySystem
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{
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly SharedStaminaSystem _stamina = default!; // DeltaV
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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private const string RevertPolymorphId = "ActionRevertPolymorph";
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public override void Initialize()
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{
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SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<PolymorphedEntityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, RevertPolymorphActionEvent>(OnRevertPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullyEatenEvent>(OnBeforeFullyEaten);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullySlicedEvent>(OnBeforeFullySliced);
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SubscribeLocalEvent<PolymorphedEntityComponent, DestructionEventArgs>(OnDestruction);
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InitializeMap();
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InitializeTrigger();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PolymorphedEntityComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.Time += frameTime;
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if (comp.Configuration.Duration != null && comp.Time >= comp.Configuration.Duration)
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{
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Revert((uid, comp));
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continue;
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}
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if (!TryComp<MobStateComponent>(uid, out var mob))
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continue;
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if (comp.Configuration.RevertOnDeath && _mobState.IsDead(uid, mob) ||
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comp.Configuration.RevertOnCrit && _mobState.IsIncapacitated(uid, mob))
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{
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Revert((uid, comp));
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}
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}
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UpdateTrigger();
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}
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private void OnComponentStartup(Entity<PolymorphableComponent> ent, ref ComponentStartup args)
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{
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if (ent.Comp.InnatePolymorphs != null)
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{
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foreach (var morph in ent.Comp.InnatePolymorphs)
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{
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CreatePolymorphAction(morph, ent);
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}
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}
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}
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private void OnMapInit(Entity<PolymorphedEntityComponent> ent, ref MapInitEvent args)
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{
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var (uid, component) = ent;
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if (component.Configuration.Forced)
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return;
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if (_actions.AddAction(uid, ref component.Action, out var action, RevertPolymorphId))
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{
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_actions.SetEntityIcon((component.Action.Value, action), component.Parent);
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_actions.SetUseDelay(component.Action.Value, TimeSpan.FromSeconds(component.Configuration.Delay));
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}
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}
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private void OnPolymorphActionEvent(Entity<PolymorphableComponent> ent, ref PolymorphActionEvent args)
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{
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if (!_proto.TryIndex(args.ProtoId, out var prototype) || args.Handled)
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return;
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PolymorphEntity(ent, prototype.Configuration);
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args.Handled = true;
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}
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private void OnRevertPolymorphActionEvent(Entity<PolymorphedEntityComponent> ent,
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ref RevertPolymorphActionEvent args)
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{
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Revert((ent, ent));
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}
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private void OnBeforeFullyEaten(Entity<PolymorphedEntityComponent> ent, ref BeforeFullyEatenEvent args)
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{
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var (_, comp) = ent;
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if (comp.Configuration.RevertOnEat)
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{
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args.Cancel();
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Revert((ent, ent));
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}
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}
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private void OnBeforeFullySliced(Entity<PolymorphedEntityComponent> ent, ref BeforeFullySlicedEvent args)
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{
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var (_, comp) = ent;
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if (comp.Configuration.RevertOnEat)
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{
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args.Cancel();
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Revert((ent, ent));
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}
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}
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/// <summary>
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/// It is possible to be polymorphed into an entity that can't "die", but is instead
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/// destroyed. This handler ensures that destruction is treated like death.
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/// </summary>
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private void OnDestruction(Entity<PolymorphedEntityComponent> ent, ref DestructionEventArgs args)
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{
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if (ent.Comp.Configuration.RevertOnDeath)
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{
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Revert((ent, ent));
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}
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}
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/// <summary>
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/// Polymorphs the target entity into the specific polymorph prototype
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="protoId">The id of the polymorph prototype</param>
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public EntityUid? PolymorphEntity(EntityUid uid, ProtoId<PolymorphPrototype> protoId)
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{
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var config = _proto.Index(protoId).Configuration;
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return PolymorphEntity(uid, config);
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}
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/// <summary>
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/// Polymorphs the target entity into another
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="configuration">Polymorph data</param>
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/// <returns></returns>
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public EntityUid? PolymorphEntity(EntityUid uid, PolymorphConfiguration configuration)
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{
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// if it's already morphed, don't allow it again with this condition active.
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if (!configuration.AllowRepeatedMorphs && HasComp<PolymorphedEntityComponent>(uid))
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return null;
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// If this polymorph has a cooldown, check if that amount of time has passed since the
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// last polymorph ended.
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if (TryComp<PolymorphableComponent>(uid, out var polymorphableComponent) &&
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polymorphableComponent.LastPolymorphEnd != null &&
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_gameTiming.CurTime < polymorphableComponent.LastPolymorphEnd + configuration.Cooldown)
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return null;
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// mostly just for vehicles
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_buckle.TryUnbuckle(uid, uid, true);
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var targetTransformComp = Transform(uid);
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if (configuration.PolymorphSound != null)
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_audio.PlayPvs(configuration.PolymorphSound, targetTransformComp.Coordinates);
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var child = Spawn(configuration.Entity, _transform.GetMapCoordinates(uid, targetTransformComp), rotation: _transform.GetWorldRotation(uid));
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if (configuration.PolymorphPopup != null)
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_popup.PopupEntity(Loc.GetString(configuration.PolymorphPopup,
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("parent", Identity.Entity(uid, EntityManager)),
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("child", Identity.Entity(child, EntityManager))),
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child);
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_mindSystem.MakeSentient(child);
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var polymorphedComp = Factory.GetComponent<PolymorphedEntityComponent>();
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polymorphedComp.Parent = uid;
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polymorphedComp.Configuration = configuration;
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AddComp(child, polymorphedComp);
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var childXform = Transform(child);
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_transform.SetLocalRotation(child, targetTransformComp.LocalRotation, childXform);
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if (_container.TryGetContainingContainer((uid, targetTransformComp, null), out var cont))
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_container.Insert(child, cont);
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//Transfers all damage from the original to the new one
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if (configuration.TransferDamage &&
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TryComp<DamageableComponent>(child, out var damageParent) &&
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_mobThreshold.GetScaledDamage(uid, child, out var damage) &&
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damage != null)
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{
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_damageable.SetDamage(child, damageParent, damage);
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// DeltaV - Transfer Stamina Damage
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var staminaDamage = _stamina.GetStaminaDamage(uid);
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_stamina.TakeStaminaDamage(child, staminaDamage);
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}
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// DeltaV - Drop MindContainer entities on polymorph
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var beforePolymorphedEv = new BeforePolymorphedEvent();
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RaiseLocalEvent(uid, ref beforePolymorphedEv);
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if (configuration.Inventory == PolymorphInventoryChange.Transfer)
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{
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_inventory.TransferEntityInventories(uid, child);
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foreach (var hand in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, hand, checkActionBlocker: false);
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_hands.TryPickupAnyHand(child, hand);
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}
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}
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else if (configuration.Inventory == PolymorphInventoryChange.Drop)
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{
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if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
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{
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while (enumerator.MoveNext(out var slot))
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{
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_inventory.TryUnequip(uid, slot.ID, true, true);
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}
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}
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foreach (var held in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, held);
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}
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}
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if (configuration.TransferName && TryComp(uid, out MetaDataComponent? targetMeta))
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_metaData.SetEntityName(child, targetMeta.EntityName);
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if (configuration.TransferHumanoidAppearance)
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{
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_humanoid.CloneAppearance(uid, child);
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}
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if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
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_mindSystem.TransferTo(mindId, child, mind: mind);
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//Ensures a map to banish the entity to
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EnsurePausedMap();
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if (PausedMap != null)
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_transform.SetParent(uid, targetTransformComp, PausedMap.Value);
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// Raise an event to inform anything that wants to know about the entity swap
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var ev = new PolymorphedEvent(uid, child, false);
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RaiseLocalEvent(uid, ref ev);
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// visual effect spawn
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if (configuration.EffectProto != null)
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SpawnAttachedTo(configuration.EffectProto, child.ToCoordinates());
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return child;
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}
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/// <summary>
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/// Reverts a polymorphed entity back into its original form
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/// </summary>
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/// <param name="uid">The entityuid of the entity being reverted</param>
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/// <param name="component"></param>
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public EntityUid? Revert(Entity<PolymorphedEntityComponent?> ent)
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{
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var (uid, component) = ent;
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if (!Resolve(ent, ref component))
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return null;
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if (Deleted(uid))
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return null;
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var parent = component.Parent;
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if (Deleted(parent))
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return null;
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var uidXform = Transform(uid);
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var parentXform = Transform(parent);
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if (component.Configuration.ExitPolymorphSound != null)
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_audio.PlayPvs(component.Configuration.ExitPolymorphSound, uidXform.Coordinates);
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|
|
|
_transform.SetParent(parent, parentXform, uidXform.ParentUid);
|
|
_transform.SetCoordinates(parent, parentXform, uidXform.Coordinates, uidXform.LocalRotation);
|
|
|
|
if (component.Configuration.TransferDamage &&
|
|
TryComp<DamageableComponent>(parent, out var damageParent) &&
|
|
_mobThreshold.GetScaledDamage(uid, parent, out var damage) &&
|
|
damage != null)
|
|
{
|
|
_damageable.SetDamage(parent, damageParent, damage);
|
|
|
|
// DeltaV - Transfer Stamina Damage
|
|
var staminaDamage = _stamina.GetStaminaDamage(uid);
|
|
_stamina.TakeStaminaDamage(parent, staminaDamage);
|
|
}
|
|
|
|
if (component.Configuration.Inventory == PolymorphInventoryChange.Transfer)
|
|
{
|
|
_inventory.TransferEntityInventories(uid, parent);
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
_hands.TryPickupAnyHand(parent, held, checkActionBlocker: false);
|
|
}
|
|
}
|
|
else if (component.Configuration.Inventory == PolymorphInventoryChange.Drop)
|
|
{
|
|
if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
|
|
{
|
|
while (enumerator.MoveNext(out var slot))
|
|
{
|
|
_inventory.TryUnequip(uid, slot.ID);
|
|
}
|
|
}
|
|
|
|
foreach (var held in _hands.EnumerateHeld(uid))
|
|
{
|
|
_hands.TryDrop(uid, held);
|
|
}
|
|
}
|
|
|
|
if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
|
_mindSystem.TransferTo(mindId, parent, mind: mind);
|
|
|
|
if (TryComp<PolymorphableComponent>(parent, out var polymorphableComponent))
|
|
polymorphableComponent.LastPolymorphEnd = _gameTiming.CurTime;
|
|
|
|
// if an item polymorph was picked up, put it back down after reverting
|
|
_transform.AttachToGridOrMap(parent, parentXform);
|
|
|
|
// Raise an event to inform anything that wants to know about the entity swap
|
|
var ev = new PolymorphedEvent(uid, parent, true);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
// visual effect spawn
|
|
if (component.Configuration.EffectProto != null)
|
|
SpawnAttachedTo(component.Configuration.EffectProto, parent.ToCoordinates());
|
|
|
|
if (component.Configuration.ExitPolymorphPopup != null)
|
|
_popup.PopupEntity(Loc.GetString(component.Configuration.ExitPolymorphPopup,
|
|
("parent", Identity.Entity(uid, EntityManager)),
|
|
("child", Identity.Entity(parent, EntityManager))),
|
|
parent);
|
|
QueueDel(uid);
|
|
|
|
return parent;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a sidebar action for an entity to be able to polymorph at will
|
|
/// </summary>
|
|
/// <param name="id">The string of the id of the polymorph action</param>
|
|
/// <param name="target">The entity that will be gaining the action</param>
|
|
public void CreatePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
target.Comp.PolymorphActions ??= new();
|
|
if (target.Comp.PolymorphActions.ContainsKey(id))
|
|
return;
|
|
|
|
if (!_proto.TryIndex(id, out var polyProto))
|
|
return;
|
|
|
|
var entProto = _proto.Index(polyProto.Configuration.Entity);
|
|
|
|
EntityUid? actionId = default!;
|
|
if (!_actions.AddAction(target, ref actionId, RevertPolymorphId, target))
|
|
return;
|
|
|
|
target.Comp.PolymorphActions.Add(id, actionId.Value);
|
|
|
|
var metaDataCache = MetaData(actionId.Value);
|
|
_metaData.SetEntityName(actionId.Value, Loc.GetString("polymorph-self-action-name", ("target", entProto.Name)), metaDataCache);
|
|
_metaData.SetEntityDescription(actionId.Value, Loc.GetString("polymorph-self-action-description", ("target", entProto.Name)), metaDataCache);
|
|
|
|
if (_actions.GetAction(actionId) is not {} action)
|
|
return;
|
|
|
|
_actions.SetIcon((action, action.Comp), new SpriteSpecifier.EntityPrototype(polyProto.Configuration.Entity));
|
|
_actions.SetEvent(action, new PolymorphActionEvent(id));
|
|
}
|
|
|
|
public void RemovePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
|
|
{
|
|
if (target.Comp.PolymorphActions is not {} actions)
|
|
return;
|
|
|
|
if (actions.TryGetValue(id, out var action))
|
|
_actions.RemoveAction(target.Owner, action);
|
|
}
|
|
}
|